urturino
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Posts posted by urturino
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Hi, some experiment, like Wide Field Visual Camera Observation, doesn't work with kerbalism science system (i'm using science-only config); I get the science windows, but it doesn't get add to the data window of kerbalism.
There is somewhere a patch?
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Thank you.
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1 hour ago, OhioBob said:
I don't know what to tell you. I can't debug it for you. There's likely some other mod interfering with it. I recommend you remove all mods but for the bare essentials. Then reinstall them one at a time until you find the one that breaks it.
I found the problem.
Although all parts of the tech tree node containing the engine upgrade for eve were purchased, individual upgrades remained unpurchased and must be unlocked manually.
They work now; Thank for the help.
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35 minutes ago, OhioBob said:
Something is different, because that doesn't look like the stock Swivel that I know. Do you have Restock installed?
Yes. But I also have it in the stock and jnsq installations.
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3 minutes ago, OhioBob said:
I have no idea what the "Girello" engine is. You are obviously using a mod that has modified the stock engines. It appears this mod has broken Eve Optimized Engines. EOE works fine with stock engines. You may have to make a choice between which mod you want more.
Girello is just the italian translation for the Swivel.
I don't think to have other mod that change the stock engine.
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Help
Everything is broke.
For some reasons the game not shows the button to change the nozzle , it only says the engine is optimazed for kerbin.
SpoilerB9PartSwitch seems to works fine for everything else.
This is happening in multiple installations, only my stock installation and my JNSQ installation are working correctly.
There is no mod in my JNSQ installation that is not event in the others, so i don't know if it's a incompatibility with another mod.
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8 minutes ago, KawaiiLucy said:
You have two modes:
- high thrust, low efficiency : LF+OX+LH2 with tank proportions 1:1:2
- low thrust, high efficiency: LH2+OX with tank proportions 1:1
Ideally you want to switch mid flight once you reach greater altitudes. Since it is a booster engine you need a lot of thrust on the launchpad, so you use the less efficient mode. But for max efficiency you should pack more LH2+OX and a tad bit of LF+OX+LH2 just for the beginning of the flight for extra oomph.
This is just a dummy example:
Such a booster will still mainly run on LH2+OX once high enough.
From top to bottom I have a LH2 tank , LF+OX tank, and then big LH2+OX tank
Ok, thanks, i will try this way.
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13 minutes ago, KawaiiLucy said:
From my testing, I think you need two tanks: one regular LF+OX and then another tank of the same size with LH2. I think this didn't leave any residual fuel.
In this way i think i will be short with Ox. Mode 1 use Cl+Ox+LH2, Mode 2 LH2+Ox, or mode 1 use less Ox than usual?
28 minutes ago, mikegarrison said:I'm not aware of any easy way to balance the tanks for the three-propellant rockets. I tend to not use them.
I think maybe they are supposed to work with other engines. Like, if you have nuclear engines that use H2 as reaction mass, you might have a big H2 tank. Then you can use the tri-propellant engines for high thrust when needed by drawing out of the common H2 tank.
That's not how I thought to use them, but it looks interesting. I will try, thanks.
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I want to use the extra patch for NF Launch Vehicle, and having the Lynx and Cougar using LH2.
My question is, there is a easy way to balance CL, Ox and LH2? I always end up with one of the 3 in the tanks, and that is obviously dead weight.
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The presentation of the planet pack say: "geological features hiding on them that can pass for anomalies".
Do you know anything about it? Were they ever found?
I didn't find any. How i find them? There is a list somewhere or I should put myself in low orbit and just look every km^2 of the planets surface? I can't read all 294 pages.
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Hi, i'm trying with planet pack, but i seem to have some problem reaching orbit. Someone can confirm me that this numbers are correct?
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I don't know if it's just me, but my Stomper Solid Booster is weird, its TWR is 13,07 (It's heavier than Thumper, but with the same thrust) and burn time is 106 seconds.
With those stats is not a good solid booster, there is something i can change in the cfg file to fix it?
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13 hours ago, zer0Kerbal said:
@urturino kindly keep me informed to how it works so I can update the FAKQ and if needed help adjust the patch.
Unfortunately it didn't work.
The only way i found out to move back to their category all the parts is removing from every patch every "@tags = #$tags$ cck-el cck-sc" i found.
But i didn't check if the three parts provide by the mod are showen in some other category after this crude and drastic fix.
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8 minutes ago, zer0Kerbal said:
easiest way is to adjust the tags is to create a personal ModularManagement patch:
something like
@PART[SmallTank,LargeTank,RadialOreTank]:NEEDS[SimpleConstruction]:FINAL { @tags ^= :\s*cck-sc cck-el\s*: : // removes tags so parts won't show up if CCK is installed }
replace the items between the brackets `[]` with the internal part names of the parts you don't want in the CCK listing and save to a discrete directory under GameData. The example above would remove the three parts from that category.
Thanks for the fast response.
If i put @PART[*] it will remove all the parts from the category, isn't?
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I have CommunityCategoryKit, and this mod move al lot of parts (command pods, docking ports, ecc) in its category.
I tryed to remove "SimpleConstruction/Compatibility/CommunityCategoryKit.cfg" but this remove those parts from all category.
How can i fix this?
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I think it should have a similar cost that the bigger Epstein Drive, there is not a lot of difference between the two engines.
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Hi.
Is the Smaller Epstein Drive intended to be so cheap?
TechRequired = nuclearPropulsion entryCost = 115000 cost = 18000 category = Engine subcategory = 0 title = Smaller Epstein Drive
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Is there an update version of delta-v map for KSRSS Reborn?
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I have some problem with Scatterer and Titan (KSRSS), Someone can help me?
The planet is completely dark. https://imgur.com/a/SzAmojG
KSP.Log: https://mega.nz/file/A0ZBlCxY#5uDAJ-6yzsNwnhfR8jVrsBW02syoB7voM9_0QjyeK8M
Player.log: https://mega.nz/file/VhYiCaLQ#teB_mEdux4tIShQgJlrbK8E6lapYMGfcnO5lXI4zU_Q -
Can I continue my ksrss 0.7 save file with ksrss reborn or I will brick something?
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Hi, does anyone know how to fix this weird glitch near the horizon? It's like the ocean shader ends before the horizon.
I'm using EVE, Scatterer and Spectra. (But it's also present with AVP), I have it in all the planet pack (Stock, After Kerbin, GPP, KSRSS)
KSP 1.12.5 on Linux
KSP.Log: https://mega.nz/file/1ogFVKqZ#hexvUpa2lTiJlKSOLw_O8kF32Z_uodVAvgWxeXEcYug
Player.log: https://mega.nz/file/R8JRzaYb#mHmcwbftIsokGNX6Bmdq3EwGIsKznXfP1rUTIaCPmzY
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Yeahhhh!!!!!
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Hi,
I'am trying this mod. Parts are very dark in the VAB; There is something i can do about?
Is it possibile to disable the mod in the VAB and only use it in the fly?
Spoiler -
Issue #811 https://github.com/Kerbalism/Kerbalism/issues/811 is marked as closed, but if i understand correctly that patch isn't in the 3.16 release.
Is there a way to add that patch in my installation without wait the release of a new version?
[1.9.x - 1.12.x] Precursors V1.7.1-- ODYSSEY UPDATE -- NOW ON GITHUB!
in KSP1 Mod Releases
Posted
Hi.
I need two clarifications:
1) The year is still 424 days, but Frontier's orbital period is above 6 years. Is this intended? Do i need to install Kronometer? How much is Frontier's period exactly?
2) In a old post of this thread it said Frontier should have oxygen, but in the config file oxygen is flagged as "false". At the current state Frontier is still intended to have Oxygen?
Thanks.